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Scum and Villainy operation guide for both storymode & hardmode

STAR WARS: The Old Republic > English > Flashpoints, Operations, and Heroic Missions
Scum and Villainy operation guide for both storymode & hardmode

Iwipe's Avatar


Iwipe
04.13.2013 , 11:14 AM | #1
Hey everyone, with alot of players getting to 55 in the next few days, I thought it would be a good time to share my operation guide for Scum and Villainy (S&V) I finished recently. Included are guides for both storymode and hardmode with explanations of the mechanics and videos from a sorc/sage healer perspective.

Storymode can be easily done by players in full Dread Guard or less. For hardmode, you probably want to have a few pieces of the new L55 gear from either storymode S&V or storymode/hardmode TFB (much easier than S&V I find). While none of the mechanics are particularly hard on hardmode, there are some really tight enrage/DPS checks, especially on the last boss.

S&V does take a bit more time to complete than previous operations since it has 7 bosses instead of the usual 4-5 bosses in previous operations.

I also posted a loot list for L55 operations a couple days ago but here it is again for those missed it the first time.

http://dulfy.net/2013/04/08/swtor-pa...n-loot-tables/

Enjoy!

AngelFluttershy's Avatar


AngelFluttershy
04.13.2013 , 11:25 AM | #2
Thanks for the fast post and all your hard work!

Iwipe's Avatar


Iwipe
04.25.2013 , 08:41 AM | #3
Quote: Originally Posted by AngelFluttershy View Post
Thanks for the fast post and all your hard work!
You are very welcome.

Fixed a couple mistakes and mechanics that didn't carry over from the PTS

Anysao's Avatar


Anysao
04.25.2013 , 09:34 AM | #4
Thanks again, Dulfs!

Ugh, I'll need this. Our group couldn't seem to beat The Regional Annhilation Droid At Reasonable Rates.
Ooh! In WildStar, I get double jumps, path choices, and massive PvP!That sounds cool, but one question, where do I get a lightsaber?

I will never take someone who says "EAware" seriously.

KeyboardNinja's Avatar


KeyboardNinja
04.25.2013 , 04:43 PM | #5
I think you missed a couple of things in your guides (which are otherwise excellent). In boss order:
  • Thrasher - The sniper shields aren't *always* knocked off by the roar. My group puzzled over this one for a while, since there seemed to be no rational explanation for when they would or wouldn't be removed (and yes, we thought of the LoS issue on the roar). Our eventual solution was to just take a shadow tank and a focus sentinel and leave them up on the wall full time to deal with snipers. With the shadow tank pulling 1200-1300 DPS (without the buff, which wears off) and the sentinel pulling 2300-2400 DPS, we had just enough time to kill each pack before the next one spawned.
  • Oasis - Most of the blue damage can be avoided. Just move behind the adds as soon as they start casting their Shockwave Strike. There's still a fair amount of damage, but it isn't too bad. We found the ideal combination for blue was a tank and a DPS with off-heals and a tech cleanse. We sent the same combination to red. Green was handled by a sentinel DPS (for defensive CDs) and a healer. Gold was handled by a hybrid gunslinger DPS (high burst + interrupts) and a healer.
  • Oasis - The Green patrol droid can be avoided by positioning on the right side of the platform. There's no need to relegate your ranged DPS to that color.
  • Cartel Warlords - Horik applies an AoE DoT (similar to agent's Corrosive Grenade in appearance) that is cleansable and hurts a LOT. Cleanse. Do not try to heal through it.
  • Cartel Warlords - Kill Sunder last if you have two assassin/shadow tanks. Assassin/Shadow tanks have sufficiently short CDs that they can take a combined 6 The End casts before it becomes a problem. Killing Sunder last eliminates the soft enrage and allows your DPS to kill the adds (easing the healing dramatically) before finishing the fight.
  • Cartel Warlords - Vilas does more damage than Horik and is harder to predict. If you add it up, Vilas's AoE is a lot more dangerous than Horik's, especially if you have ranged/healers who are capable of moving out of the conal. I highly recommend you kill Vilas first, particularly since his grapple mechanic interrupts DPS significantly.
  • Styrak - A special version of Styrak appears in the first phase and channels "Charge" on the dragon. Kill it FAST. This channel gives the dragon a stacking buff which dramatically increases the damage it does.
Computer Programmer. Theory Crafter. Dragonslayer on The Ebon Hawk.
Tam (shadow tank) Tov-ren (commando healer) Aveo (combat sentinel) Nimri (df scoundrel)
Averith (hybrid sniper) Alish (lightning sorcerer) Aresham (jugg tank) Effek (ap powertech)

Iwipe's Avatar


Iwipe
04.25.2013 , 08:06 PM | #6
Quote: Originally Posted by KeyboardNinja View Post
I think you missed a couple of things in your guides (which are otherwise excellent). In boss order:
Snip
Thanks, I incorporated some of your suggestions. I do feel like the Cartel Warlords fight is really dependent on the raid though. We had alot easier time killing Vilus Garr second as his damage can be easily healed through compared to leaving Horic longer.

On the topic of Sunder vs Tu'Chuk, the adds were barely doing any damage when leaving Tu'Chuk last and there wasn't any noticeable healing demand until Tu'Chuk gained too many stacks. It just seems like a safer and quicker option compared to leaving Sunder last.

grallmate's Avatar


grallmate
04.25.2013 , 08:48 PM | #7
Quote: Originally Posted by Iwipe View Post
Thanks, I incorporated some of your suggestions. I do feel like the Cartel Warlords fight is really dependent on the raid though. We had alot easier time killing Vilus Garr second as his damage can be easily healed through compared to leaving Horic longer.

On the topic of Sunder vs Tu'Chuk, the adds were barely doing any damage when leaving Tu'Chuk last and there wasn't any noticeable healing demand until Tu'Chuk gained too many stacks. It just seems like a safer and quicker option compared to leaving Sunder last.
We found if we focused on Vilus first the conal from Horic became very painful, especially for the melee DPS who either had to wait out the conal and stop DPS or continue to DPS while eating the conal. While on Horic they could simply side step and continue DPS.

We tried leaving Sunder til last but found Tu'Chuk much easier to heal through even up to 16 stacks on SM. Stacking up behind him and using Salvation made the adds pretty irrelevant as well. I was tanking Tu'Chuk on my Guardian and still had Saber Ward, Absorb Adrenal and Enure to use when he went down. Plus my co-tanks CDs after that if we were still going.

With the infiltration, I'm sure most players already know this, but you can actually get really close to the Champions as long as you LOS them. Killing the Champion Droids, aside from taking a long time, can cause other issues as well: we've had them spawn INSIDE the Gold room if one is killed while that pair was killing them.

I've tank + DPSed (without off heals) all 4 teams and by far the easiest were Red and Blue, regardless tanks should be using their CDs liberally for these pulls, they'll be back up once you get to the Ops Chief.

Another handy tip with this one, if you aggro a droid accidentally, have everyone head over to the far door in the Operations Chief area you will drop out of combat and be able to OOC heal up before the fight.

For Olok, we generally found it easiest to buy out all the 1 token droids since that saved us 336k HP instead of 250k and the 2 token droids are really easy to tank. Obviously 3+ 2 Token droids a row made things harder.

With Dash'Roode, I found it easiest to tank him with my back to the light post and have the rest of the raid stack up against the wall so no-one was knocked out of the shield. This also allows the melee to have their back to the wall with the ranged and healers. You can also tank him against the shield generator but his hitbox can make it difficult to click on the generator when picking up and dropping off the shield.
The Kae-Sare Legacy - The Harbinger
<Vindication> <Retribution>

Gralleh Grall'eh Khyar
Gralleh's Guide to Guardian Tanking [UPDATED for 2.0]

Mefistofles's Avatar


Mefistofles
04.26.2013 , 12:52 PM | #8
Quote: Originally Posted by KeyboardNinja View Post
[*] Cartel Warlords - Kill Sunder last if you have two assassin/shadow tanks. Assassin/Shadow tanks have sufficiently short CDs that they can take a combined 6 The End casts before it becomes a problem. Killing Sunder last eliminates the soft enrage and allows your DPS to kill the adds (easing the healing dramatically) before finishing the fight.
I'm not an expert on assassin/shadow tanks, so could you let me know which 3 cooldowns mitigate The End casts?

I'm curious because our assassin tank was getting one shot for 41.6k+ - would have survived if our sorc healer had timed a bubble properly; tank said he had tried his various cooldowns. These cooldowns seem to be geared to improving the chance the boss will miss, and not mitigate a straight percentage of damage as is the case with some jugg and pt cooldowns. Could it be bad RNG?

Rawrwafer's Avatar


Rawrwafer
04.26.2013 , 01:26 PM | #9
Resilience blocks it. But the cd isn't over before the next shot, I've tried our defense cd but either it just missed or doesn't work.

KeyboardNinja's Avatar


KeyboardNinja
04.26.2013 , 01:39 PM | #10
Quote: Originally Posted by Mefistofles View Post
I'm not an expert on assassin/shadow tanks, so could you let me know which 3 cooldowns mitigate The End casts?
You don't actually need 3 cooldowns, just two short ones (which we have). In point of fact, I miscounted and two assassin tanks can tank Sunder through his The End mechanic indefinitely. Each The End is handled in the following way (in order):
  1. Assassin #1 Force Shroud
  2. Assassin #2 Force Shroud
  3. Assassin #1 Overcharge Saber
  4. Assassin #1 Force Shroud
  5. Assassin #2 Force Shroud
  6. Assassin #2 Overcharge Saber
  7. Assassin #1 Force Shroud
  8. Assassin #2 Force Shroud
  9. Assassin #1 Overcharge Saber
  10. Assassin #1 Force Shroud
  11. Assassin #2 Force Shroud

Sunder does exactly zero damage to a competent tank (particularly an assassin, with their snare-breaker and teleport). His enrage is only a problem during the Overcharge Saber interlude. If he enrages and it's in that awkward middle period, it is recommended that both tanks Force Cloak and sacrifice a DPS, which can then be rezed by either tank (who will be out of combat). This can be done twice before a tank has to be sacrificed. In other words, Sunder can be tanked indefinitely before the hard enrage, and then can be tanked for a minimum of 9 The End casts after the enrage (and a maximum of 11 The Ends, if the timing is fortuitous). We got 5 The Ends before the hard enrage, so let's give it a pessimistic 14 The Ends.

For the record, The End is cast once every 50 seconds. So, 14 The Ends is a staggering 11 minutes, 40 seconds. Even off-tank + healer DPS could kill Sunder in that kind of time (especially since one of the healers would have time to hilariously field respec during this final phase, since the tanks almost never take any damage).

Honestly, I don't think there's any question here: if you have two assassins, kill Sunder last and nuke the adds before you do it. He can be tanked for *far* longer than Tu'chuk can, given his soft enrage mechanic.

Quote: Originally Posted by Rawrwafer View Post
Resilience blocks it. But the cd isn't over before the next shot, I've tried our defense cd but either it just missed or doesn't work.
We have 3 defensive CDs post-2.0: Resilience, Deflection and Battle Readiness (which is one of the best general CDs in the game due to the heal component and short cooldown).
Computer Programmer. Theory Crafter. Dragonslayer on The Ebon Hawk.
Tam (shadow tank) Tov-ren (commando healer) Aveo (combat sentinel) Nimri (df scoundrel)
Averith (hybrid sniper) Alish (lightning sorcerer) Aresham (jugg tank) Effek (ap powertech)